Network Object (Inventory Item) Removed After Player Removed (even tho looted)

i think not for relevancy but i use the manager to construct, REF and destroy the Object and use an actor to Ref and Replicate the Object so that should still work for relevancy.

that said, my manager only exists on the server so if the server has a Ref but the client doesnt will the client GC its version? surely i’d think not but you’ve given me a reason to go test now haha

i use GUIDs too, but if you go that path you dont even need nested UObjects, you could go back to Structs, since you’re not using nested structs but nested GUIDs

ultimately you need Structs for saving to disk anyway :frowning:

Ah that’s also one important fact! I was always thinking that I can find a way to save it on dist, but didn’t know it’s not possible with it.

As you say, using structs and avoiding nested structure will help a ton. Thanks a lot for suggestions

just be careful with structs, they dont like being altered ha

basically i prototype with UObjects and when i’m finished with a design i convert it to a struct if possible.

FInstancedStruct may be the future too but they’re still experimental

I will keep this on mind!